The new Notoriety, teaming, and AVs


MechaCrash

 

Posted

So the new notoriety system is very straightforward, much more so than the old one. But I'm a bit hazy on how it interacts with teaming, and how AVs spawn, and stuff like that. So on with the questions:

Say you've got someone who says "I'm as good as four characters" and they're on a team of three people. How many people does the mission spawn for? Three, because that's how many there are? Four, because that sets the floor for people it spawns for? Or seven, because you count as four and you have three people with you so it's seven people?

And I know that on the old default setting, AVs spawned as AVs for teams of six or more. I know that the "six or more and you get an AV no matter what" thing is still in place, but how does the number of people on the team interact with the difficulty slider now? Is it "1-5 is always scaled down, 6-8 never is," or does the "I'm as good as X characters" influence it, or what? (This assumes you told it you want them scaled down, of course -- it's obvious what happens if you tell it you always want them at full power.)


 

Posted

I could be wrong, but I'm going to guess that the settings run based off the mission holder, just like they did before.


 

Posted

Which is why I wasn't asking that question. What I was asking is how the setting interacts with having more people on the team. I know that under the old system, it was "as-is, as if the team were one bigger, as if the team were a level higher, as if the team were one bigger AND a level higher, as if the team were two levels higher," and how AVs spawned at each of those levels, but the new system leaves me feeling rather lost on that front.


 

Posted

I am not sure but so far it seems that when your on a Team it sets for the number on the team. With the level setting for the Leader.

Solo Hero X is set for +2 levels and Spawns of 4 hero team.

Hero X now running a team of 3 Heroes the mission be +2 levels and spawns of 3 hero team.

Again I am not 100% sure but from what I experianced so far that seems to be the system.

The Level ranges effects are Solo and Team
the other settings of Spawns, Bosses, and AVs are for Solo only.


 

Posted

Everything is based off the mission holder, as mentioned above, so ignore any teammate's difficulties.

1> The team is spawned for the virtual teamsize in your difficulty OR the actual team size, whichever is bigger.

2> Bosses and Archvillains are downgraded to Lieutenants and Elite Bosses Respectively, unless your settings allow them at full strength, or the team size is large enough to override that setting. Bosses spawn with 2 or more on the team, Archvillains with 6 or more. Bosses and Archvillains never downgrade in regular Task Forces, regardless of team size or difficulty settings.

3> The virtual team size NEVER affects Boss and AV scaling. That is governed entirely by the "I want to fight Boss/AV" settings and the REAL team size.


@Roderick

 

Posted

Quote:
Originally Posted by RottenLuck View Post
I am not sure but so far it seems that when your on a Team it sets for the number on the team. With the level setting for the Leader.

Solo Hero X is set for +2 levels and Spawns of 4 hero team.

Hero X now running a team of 3 Heroes the mission be +2 levels and spawns of 3 hero team.

Again I am not 100% sure but from what I experianced so far that seems to be the system.

The Level ranges effects are Solo and Team
the other settings of Spawns, Bosses, and AVs are for Solo only.
My brute set for +1 and spawns of 6 teamed with my GF's dom (Set for +0/1, but her settings were irrelevant, since we were running my missions). We were fighting groups of 10+ enemies, often with bosses in them. The real team size most definitely did NOT override my settings.

Remember that the Leader's difficulty does NOT set the difficulty for the team, the mission holder's does. So if the mission holder and leader are different people, you could see what appears to be team size overriding the leader's difficulty; this is because the leader's difficulty is being ignored.


@Roderick

 

Posted

I stand corrected as I stated I wasn't sure.

perhaps Roderick is right it's up to A how many it set for vs How many are on the team.


 

Posted

I've seen some odd behavior with the new settings. I was running missions set for +2/x6 on my shield tank, and had 2 friends join the team. We ran a couple missions and were getting nice large enemy groups. Then we added 3 more people to the team. Still set for +2/x6, running my missions. Suddenly the enemy groups got much smaller. Some would only have 3-5 critters in them. This continued for a few more missions, then mysteriously went back to normal.


 

Posted

Quote:
Originally Posted by Roderick View Post
Everything is based off the mission holder, as mentioned above, so ignore any teammate's difficulties.

1> The team is spawned for the virtual teamsize in your difficulty OR the actual team size, whichever is bigger.

2> Bosses and Archvillains are downgraded to Lieutenants and Elite Bosses Respectively, unless your settings allow them at full strength, or the team size is large enough to override that setting. Bosses spawn with 2 or more on the team, Archvillains with 6 or more. Bosses and Archvillains never downgrade in regular Task Forces, regardless of team size or difficulty settings.

3> The virtual team size NEVER affects Boss and AV scaling. That is governed entirely by the "I want to fight Boss/AV" settings and the REAL team size.
Since there were several theories floated in this thread, I just wanted to confirm that this is correct.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides